I've added a second view with a second camera to create a 'minimap/compass' sort of thing. but it is being clipped off, normally behind the geometry of what ever terrain or objects are in the level i've loaded. I've messed around with trying to set the FarPlane to 0 in attempt to not have this 2nd view/camera clipped. Is there any way to set like a clipping priority or have one view always be 'on top' of another/edit the render priority for the camera/iView through code (not in a xml file)?

Initially when I had CS/my app running on 64-bit Vista it worked out great. But when I try to change a level and load a different one, like from my main menu level to the 1st level, it crashes in engine.cpp with something regarding if no default render loop i think. I haven't really debugged it just yet so I haven't narrowed it down enough to ask any specific questions; but are they any settings that I should use if I am running a 64-bit version of Windows/Vista.

Ah nice, I must have missed the timer in the documentation. I was toying with the idea of calling a rand(gloabal) and then doing something like FlashingOn(global /2) FlashingOff(global / 3), but i actually think the timer would suite me better.

Thanks for the quick reply , I answered my previous questions in the above post; but that still didn't lead me to something like a flashing or strobing light. Well without keyboard intervention anyways. I wrote a FlashOn function in which the attenuation was a positive csVector and then a FlashOff function with a attenuation of 0 but like I said I have to use the keyboard to get it to 'flash'.

I'm using hardware lights for this.I'm changing the attuenation of a few lights using light->SetAttenuationConstants((0,0,0)); but when I set one light (psuedo) to go completly dark, all other lights don't seem to shine light either afterwards. Also if I move a dynamic light with: